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Question by benfattino · Nov 07, 2016 at 06:22 PM · iosdeferred rendering

Deferred render iOS not working

I set up deferred render on build setting under mac but seem always use forward... Only way is use deferred directly on camera, but when i compile not work. It seem like forward is always on. SSR and realtime probe doesn't work.

Unity 5.4.2p3 and xcode 8 Somebody can help?

S.

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avatar image benfattino · Nov 08, 2016 at 11:29 PM 0
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Really anyone can solve this? I see 1000 question without answer here...

avatar image benfattino · Nov 10, 2016 at 09:59 AM 0
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Little update: test on Android (galaxy S7) and deferred work. I don't understand if this is bug or deferred is not support on iOS...

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Answer by sbsmith · Nov 20, 2017 at 08:54 PM

I'll answer this old question since it comes up in searches. Note that this answer is for Unity 2017.2. If you're using Metal, it will fall back to Forward rendering if the device has an A7 chip. The deferred path is only supported on A8 and later. There is a chart on the bottom of this page explaining which devices can use the different rendering paths.

You can see which devices use which chips here.

In order to ensure deferred rendering works, you may need to remove the Metal API from the player settings and only use OpenGL ES 3. I have not tried prioritizing OpenGL ES 3 above Metal, so I'm not sure if that works.


Update: At this time (2017.3), Unity's own documentation contradicts itself about whether deferred is supported at all on mobile. This page shows deferred lighting as not being supported on iOS/Android. In my own experience, it technically works. However, the overhead cost of a single render pass with a deferred camera is enormous - even when drawing very simple scenes. My test device was an iPad with an A9 soc.

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